Thursday, December 25, 2025

The Navigator’s Guide to the Tygerian Isles: Winds, Waves, and Wintermas

 

The Navigator’s Guide to the Tygerian Isles: Winds, Waves, and Wintermas



Good morning, adventurers! As the Royal Cartographer, I’ve spent many a night under the "Ink of Anticipation" charting the shifting tides of Zimrala. Today, we focus our spyglass on the Tygerian Isles—a realm of stark beauty, holiday divinity, and monster-infested waters.

Whether you are navigating the "Human Scum" filled alleys of Port Chrox or seeking the blessing of the Ice Queen Isdis in the Winter Wonderlands, you’ll need to know which way the wind blows.

The Divine Climate: Isdis and the Spirit of Wintermas

The weather here isn't just atmospheric—it's divine. Isdis, the Tygerian Ice Goddess, rules both the Winter Wonderlands and Thrivaldi. Infused with the spirit of Wintermas (the fusion of the solstice and Yule), she spreads cheer through gift-giving, a tradition carried across Zimrala by the Jolly Red Wizard (St. Nicholas).

Gift-giving began with her and her son, the Baby Tyger Claws (Clause), who was taught by the Jolly Red Wizard how to spread joy. But beware: where Isdis brings the warmth of the hearth, the Arch-Demon Shadow-Frost brings a chill wreathed in frost and shadow.

Master Seasonal Weather Tables (d66)

To determine the day's weather, roll two six-sided dice. The first is the "tens" and the second is the "ones" (e.g., a roll of 3 and 4 is "34").

I. Spring: The Thaw & Flooding

Roll (d66)

Weather Condition

Effect

11–15

Thunderstorms & Flooding

0 to 5°C; Save vs Luck or lose gear to the currents.

16–25

Constant Rain Showers

5 to 10°C; Ground is mud; tracking is impossible.

26–35

Normal Spring Weather

10 to 15°C; +1 to all foraging and hunting rolls.

36–45

Warm and Breezy

15 to 20°C; +1 to sailing speed for all vessels.

46–55

Clear and Pleasant

10 to 20°C; Restoration of 1 ST per day while resting.

56–66

Thick Morning Fog/Mist

5 to 15°C; -2 to all ranged attacks and visibility.

II. Summer: The Volatile Warmth

Roll (d66)

Weather Condition

Effect

11–15

Fog and Drizzle

10 to 15°C; Eerie silence in the woods; -1 to IQ checks.

16–25

Standard Summer Day

15 to 20°C; No modifiers; perfect for travel.

26–35

Hot and Clear

20 to 25°C; Visibility is maximum for navigation.

36–45

Severe Thunderstorms

25 to 30°C; Lightning strikes; Save vs IQ or be startled.

46–55

Heat Wave

30 to 35°C; -1 to ST if heavy armor is worn in the sun.

56–66

High Humidity

20 to 30°C; Monsters are restless and aggressive.


III. The Monsoon: The Great Deluge

Roll (d66)

Weather Condition

Effect

11–15

Torrential Downpour

Visibility 5ft; Ranged Prowess impossible.

16–25

Flash Flood

Save vs ST or be swept away; 1d6 damage.

26–35

Tropical Steam

35°C+; -1 to IQ checks from heat exhaustion.

36–45

Sustained Rain

Loud and heavy; +2 to Stealth rolls.

46–55

Grey-Sky Drizzle

Standard humid rain; -1 to tracking.

56–66

The Eye of the Gale

Eerie calm; 50% chance of sudden storm reversal.


III. Fall: The Cooling Shadows

Roll (d66)

Weather Condition

Effect

11–15

Early Snow & Storms

-5 to 0°C; Sleet and slush; movement speed halved.

16–25

Heavy Rain & High Winds

0 to 5°C; -2 to Sailing Prowess rolls.

26–35

Crisp Fall Weather

5 to 10°C; +1 to Stealth while moving through foliage.

36–45

Cool and Breezy

10 to 15°C; Best time for long-distance marching.

46–55

Clear and Chilly

5 to 15°C; Nights require a fire for ST recovery.

56–66

Ghostly Autumn Mists

0 to 10°C; Undead gain +1 to all Prowess rolls.



IV. Winter: The Ice Queen’s Reign

Roll (d66)

Weather Condition

Effect

11–15

Whiteout

-20 to -15°C; Visibility 0. Save vs IQ or become lost.

16–25

Blinding Blizzard

-15 to -10°C; 1D6 cold damage if no shelter is found.

26–35

Heavy Winds

-10 to -5°C; Ranged attacks and fire-starting impossible.

36–45

Standard Winter Chill

-5 to 0°C; Normal winter modifiers apply.

46–55

Cold and Clear

0 to 5°C; Isdis’s blessing: +1 to all Luck rolls.

56–66

Frost-Shadow Fog

-10 to 0°C; All characters take -1 to CHR from Fear.

Regional Island Tables (d66)

1. Frostwind Sanctuary

Isdis’s protective glow for escaped slaves.

Roll (d66)

Weather Condition

Effect

11–26

Sanctuary Glow

Warm light. Heals 1 Hit Point per hour.

27–46

Ice Fang Cold

North winds. Save vs. CON or take 1 damage.

47–66

Shadow-Frost Remnant

Black frost. All take -1 to CHR (Fear).


2. Achrex & Bodeleaf Forest

Magna Marta’s dark woods and the new Fey colony.

Roll (d66)

Weather Condition

Effect

11–26

The Whispering Wind

Save vs. IQ or wander off into the brush.

27–46

Magna’s Gloom

Natural light becomes dim; -1 to visibility.

47–66

Root-Rot Rain

1d6 damage to leather/cloth items if exposed.


3. Achrox Fenland Bog & Super Lake

Roll (d66)

Weather Condition

Effect

11–26

Stench of the Ancients

Toxic gas. Save vs CON or be nauseated.

27–46

Muddy Mist

Thick humidity. Hiding is easier (+1 Stealth).

47–66

Bog Storm

Green lightning. Magic is wild (+1 or -1 to rolls).


4. Achrox Port Chrox

Home to Human Scum, Bandits, Assassins, and Vampires.

Roll (d66)

Weather Condition

Effect

11–26

Thieves' Fog

Thick mist. +2 to Stealth; muffles all sound.

27–46

Merchant’s Tide

Steady winds. Shipping Prowess rolls get a +1.

47–66

The Blood Moon

Red night. Vampires gain +1 to all rolls; panic.

5. Thimblethumb

Monster-infested wildlands and the home of the Lyusartons.

Roll (d66)

Weather Condition

Effect

11–26

The Monster Call

Humidity makes beasts restless. Roll for encounter.

27–46

Thimble Mist

Cool drizzle. -1 to Tracking rolls.

47–66

Tropical Squall

Heavy rain. Washes away all traces of travel.

6. New Tuslan

Warped by the Ether Dragon portals and the transformation of Lord Mongo Avery.

Roll (d66)

Weather Condition

Effect

11–26

Portal Heat

Unnatural ether-heat. Must drink or lose 1 ST point.

27–46

Neon Rain

Glowing rain. Hiding is impossible; -2 to Stealth.

47–66

Static Storm

Electricity in trees. +1d6 to Lightning magic.

7. Tygeria & Kings Port

The civilized heart of the Isles, though soot-stained and busy.

Roll (d66)

Weather Condition

Effect

11–26

Kings Port Smog

Soot from the forges. Visibility limited to 30ft.

27–46

The Tyger’s Warmth

Clear skies. +1 to all social Prowess rolls.

47–66

Gale of the High King

Fierce winds. Sailing is impossible in the harbor.

9. Spirerock & The Sargasso Sea

A maritime graveyard.

Roll (d66)

Weather Condition

Effect

11–26

The Stillness

Zero wind. Sailing ships are stuck.

27–46

Kelp-Warmth

Stagnant air. -1 to DEX from exhaustion.

47–66

Sargasso Surge

Risk of hull damage; roll Luck to avoid.


10. Thrasir Island & Mount Grey Hore

Sturm Giants and Frost Dwarves. Alpine extremes.

Roll (d66)

Weather Condition

Effect

11–26

Sturm Thunder

Save vs. Luck or be stunned for 1 turn.

27–46

Giant’s Flurry

Heavy snow. Movement speed is halved.

47–66

Alpine Clarity

High-altitude. +2 to ranged combat rolls.


11. Tresor Island (The Dwarf Mines)

Roll (d66)

Weather Condition

Effect

11–26

Dust Cloud

Mining grit in air. -1 to Prowess for ranged combat.

27–46

Golden Glow

Sun hitting the veins. +1 to Luck for finding gems.

47–66

Tremor Wind

Heavy gusts from caves. Movement speed reduced by 1/4.


The Rivers in the Sea: Ocean Currents

  1. The King’s Run: Warm current toward Port Chrox. Cuts travel by 2 days.

  2. The Shadow-Frost Drift: Cold current from the North. Carries icebergs even in summer.

  3. The Spirerock Gyre: Pulls ships toward the center of the Sargasso Sea.

  4. The Bodeleaf River: Flows into viper lake which then overspills into the finland bogs and on out to see the tributaries when folded can get you to and from hawthorne valley in 1d6 days instead of normal 3d6 days when not over filling or in flood stages.

  5. The Tygerian River: pools into artisan lake and on down into Kings Port adn on out to see taking 1d6 to 3d6 days depending on stages of weather!

  6. ?

Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, The Tygerian Isles, The Ether Dragons, The Tiger Force Shadow Saga, The specific "Hedge Wizard of the Shreveport Cabin" persona, The "Royal Cartographer" archetype and the character "Emperor Rajah." Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.


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